Name | Type | is_array | initial_value |
AfterDamageEvent | real | No | |
angry_peon | unit | Yes | |
AOEDamageEvent | real | No | |
AOEDamageSource | unit | No | |
ARMOR_TYPE_ETHEREAL | integer | No | |
ARMOR_TYPE_FLESH | integer | No | |
ARMOR_TYPE_METAL | integer | No | |
ARMOR_TYPE_NONE | integer | No | |
ARMOR_TYPE_STONE | integer | No | |
ARMOR_TYPE_WOOD | integer | No | |
ArmorTypeDebugStr | string | Yes | |
ATTACK_TYPE_CHAOS | integer | No | |
ATTACK_TYPE_HERO | integer | No | |
ATTACK_TYPE_MAGIC | integer | No | |
ATTACK_TYPE_NORMAL | integer | No | |
ATTACK_TYPE_PIERCE | integer | No | |
ATTACK_TYPE_SIEGE | integer | No | |
ATTACK_TYPE_SPELLS | integer | No | |
AttackTypeDebugStr | string | Yes | |
beam_target | unit | No | |
big_tome_count | integer | Yes | |
bm_UnitGroup | group | No | |
bomb_caster | unit | No | |
bomb_orbs | unit | Yes | |
bomb_temp | integer | No | |
brutality_chance | integer | No | |
chance | integer | No | |
cone_angle | real | No | |
cone_point | location | No | |
cone_temp | integer | No | |
CONVERTED_ATTACK_TYPE | attacktype | Yes | |
CONVERTED_DAMAGE_TYPE | damagetype | Yes | |
CP_HiddenItems | item | Yes | |
CP_HiddenItemsIndex | integer | No | |
CP_Item | item | No | |
CP_Point | location | No | |
CP_PointIsWalkable | boolean | No | |
CP_Rect | rect | No | |
crypt_fiends | group | No | |
DAMAGE_TYPE_ACID | integer | No | |
DAMAGE_TYPE_COLD | integer | No | |
DAMAGE_TYPE_DEATH | integer | No | |
DAMAGE_TYPE_DEFENSIVE | integer | No | |
DAMAGE_TYPE_DEMOLITION | integer | No | |
DAMAGE_TYPE_DISEASE | integer | No | |
DAMAGE_TYPE_DIVINE | integer | No | |
DAMAGE_TYPE_ENHANCED | integer | No | |
DAMAGE_TYPE_FIRE | integer | No | |
DAMAGE_TYPE_FORCE | integer | No | |
DAMAGE_TYPE_LIGHTNING | integer | No | |
DAMAGE_TYPE_MAGIC | integer | No | |
DAMAGE_TYPE_MIND | integer | No | |
DAMAGE_TYPE_NORMAL | integer | No | |
DAMAGE_TYPE_PLANT | integer | No | |
DAMAGE_TYPE_POISON | integer | No | |
DAMAGE_TYPE_SHADOW_STRIKE | integer | No | |
DAMAGE_TYPE_SLOW_POISON | integer | No | |
DAMAGE_TYPE_SONIC | integer | No | |
DAMAGE_TYPE_SPIRIT_LINK | integer | No | |
DAMAGE_TYPE_UNIVERSAL | integer | No | |
DAMAGE_TYPE_UNKNOWN | integer | No | |
DamageEvent | real | No | |
DamageEventAmount | real | No | |
DamageEventAOE | integer | No | |
DamageEventAOEGroup | group | No | |
DamageEventArmorPierced | real | No | |
DamageEventArmorT | integer | No | |
DamageEventAttackT | integer | No | |
DamageEventDamageT | integer | No | |
DamageEventDefenseT | integer | No | |
DamageEventLevel | integer | No | |
DamageEventOverride | boolean | No | |
DamageEventPrevAmt | real | No | |
DamageEventSource | unit | No | |
DamageEventTarget | unit | No | |
DamageEventTrigger | trigger | No | |
DamageEventType | integer | No | |
DamageEventWeaponT | integer | No | |
DamageModifierEvent | real | No | |
DamageScalingUser | real | No | |
DamageScalingWC3 | real | No | |
DamageTypeBlocked | integer | No | |
DamageTypeCode | integer | No | |
DamageTypeCriticalStrike | integer | No | |
DamageTypeDebugStr | string | Yes | |
DamageTypeExplosive | integer | No | |
DamageTypeHeal | integer | No | |
DamageTypePure | integer | No | |
DamageTypePureExplosive | integer | No | |
DamageTypeReduced | integer | No | |
dead_players | group | No | |
DEFENSE_TYPE_DIVINE | integer | No | |
DEFENSE_TYPE_FORTIFIED | integer | No | |
DEFENSE_TYPE_HEAVY | integer | No | |
DEFENSE_TYPE_HERO | integer | No | |
DEFENSE_TYPE_LIGHT | integer | No | |
DEFENSE_TYPE_MEDIUM | integer | No | |
DEFENSE_TYPE_NORMAL | integer | No | |
DEFENSE_TYPE_UNARMORED | integer | No | |
DefenseTypeDebugStr | string | Yes | |
demon_units | unitcode | Yes | |
dh_UnitGroup | group | No | |
difficulty | dialog | No | |
difficulty_btn | button | Yes | |
enclosure_caster | unit | Yes | |
enclosure_casting | integer | Yes | |
enclosure_point | location | Yes | |
enclosure_wall | group | Yes | |
EnhancedDamageTarget | unit | No | |
event2_fire_doodad | destructable | Yes | |
event2_fire_on | boolean | No | |
event2_fire_region | rect | Yes | |
event4_vis | fogmodifier | No | |
event_timer | timer | No | |
event_timer_window | timerdialog | No | |
EyBe_Config_Ability | abilcode | Yes | |
EyBe_Config_Ability_Order_ID | string | No | |
EyBe_Config_D_Type | unitcode | No | |
EyBe_Config_Damage | real | Yes | |
EyBe_Config_Damage_Bonus | real | Yes | |
EyBe_Config_Duration | real | Yes | |
EyBe_Config_Duration_Slow | real | Yes | |
EyBe_Config_Effect_Path | string | Yes | |
EyBe_Config_End_P_Offset | real | No | |
EyBe_Config_Height | real | Yes | |
EyBe_Config_Lightning_Type | lightningtype | No | |
EyBe_Config_Margin | real | No | |
EyBe_Config_Periodic | real | No | |
EyBe_Config_Range | real | No | |
EyBe_Config_Slow | real | Yes | |
EyBe_Config_Speed | real | Yes | |
EyBe_Config_Tick | real | No | |
EyBe_Config_Width | real | Yes | |
EyBe_Damage | real | Yes | |
EyBe_Duration | real | Yes | |
EyBe_Duration_Slow | real | Yes | |
EyBe_Index | integer | No | |
EyBe_Lightning | lightning | Yes | |
EyBe_Loop | integer | No | |
EyBe_LvL | integer | No | |
EyBe_MouseX | real | No | |
EyBe_MouseX_Prev | real | Yes | |
EyBe_MouseY | real | No | |
EyBe_MouseY_Prev | real | Yes | |
EyBe_Owner | player | Yes | |
EyBe_Point | location | Yes | |
EyBe_Point_Node | effect | Yes | |
EyBe_Point_Z_Height | real | Yes | |
EyBe_Real | real | Yes | |
EyBe_Slow | real | Yes | |
EyBe_Spef | effect | No | |
EyBe_Tar_Angle | real | No | |
EyBe_Tick | real | Yes | |
EyBe_Unit | unit | Yes | |
EyBe_Unit_Caster | unit | Yes | |
EyBe_Unit_Dummy | unit | Yes | |
EyBe_UnitC_Angle | real | Yes | |
EyBe_Width | real | Yes | |
EyBe_XYZ | real | Yes | |
EyBe_XYZ2 | real | Yes | |
final_boss_killer | unit | No | |
final_effect_spawn | effect | Yes | |
final_hidden | group | No | |
final_side_boss | unit | Yes | |
final_temp_int | integer | No | |
finalboss_leave_point | location | Yes | |
finalboss_leave_timer | timer | Yes | |
finalboss_leave_unit | unit | Yes | |
firelord_lvl_50 | unit | Yes | |
firelord_lvl_50_transformed | boolean | Yes | |
frost_revenant | unit | Yes | |
garithos_attackspeed_timer | timer | No | |
ghosts | group | No | |
holy_caster | unit | Yes | |
holy_level | integer | Yes | |
holy_target | unit | Yes | |
Infinity_Tome | abilcode | Yes | |
IsDamageCode | boolean | No | |
IsDamageMelee | boolean | No | |
IsDamageRanged | boolean | No | |
IsDamageSpell | boolean | No | |
kills_count | integer | Yes | |
leap_area_units | group | No | |
leap_distance | real | Yes | |
leap_point | location | Yes | |
LethalDamageEvent | real | No | |
LethalDamageHP | real | No | |
Lightning | lightning | Yes | |
long_shot_caster | unit | Yes | |
LSE_Destructable | destructable | Yes | |
LSE_DestructableCounter | integer | No | |
LSE_GetDestructables | trigger | No | |
LSE_GetItems | trigger | No | |
LSE_GetUnits | trigger | No | |
LSE_Group | group | No | |
LSE_Item | item | Yes | |
LSE_ItemCounter | integer | No | |
LSE_Loc_1 | location | No | |
LSE_Loc_2 | location | No | |
LSE_Offset | real | No | |
LSE_Rect | rect | No | |
lvl13_lich_king | unit | No | |
moon_well_region | rect | Yes | |
move_leap_group | group | No | |
move_projectiles_group | group | No | |
move_shadoworb_group | group | No | |
move_sweeping_group | group | No | |
NextDamageType | integer | No | |
optional3_boss | unit | No | |
optional3_complete | boolean | Yes | |
optional_button | button | Yes | |
optional_complete | boolean | Yes | |
optional_dialog | dialog | No | |
optional_hero | unit | Yes | |
optional_trigger | trigger | Yes | |
pickable_units_group | group | No | |
player_unit | unit | Yes | |
player_unitgroup | group | No | |
portal_group | group | No | |
revive_timer | timer | Yes | |
revive_timer_window | timerdialog | Yes | |
start_units_abilities | abilcode | Yes | |
start_units_ascended | unitcode | Yes | |
start_units_evolved | unitcode | Yes | |
start_units_types | unitcode | Yes | |
stone_god | unit | Yes | |
sweeping_angle | real | Yes | |
sweeping_effect | effect | Yes | |
temp_bol | boolean | No | |
temp_items | itemcode | Yes | |
temp_num | integer | No | |
temp_Point | location | No | |
temp_real | real | No | |
temp_real_array | real | Yes | |
temp_string | string | No | |
temp_Unit | unit | No | |
temp_unit | unit | No | |
temp_UnitGroup | group | No | |
tome_armor_count | integer | Yes | |
tome_aspeed_count | integer | Yes | |
tome_damage_count | integer | Yes | |
tome_health_count | integer | Yes | |
tome_knowledge_count | integer | Yes | |
tome_mana_count | integer | Yes | |
tome_mregen_count | integer | Yes | |
tooltip_int | integer | No | |
Unit1 | unit | No | |
Unit2 | unit | No | |
war_golem | unit | Yes | |
wave_type | unitcode | Yes | |
waves_amount | integer | No | |
waves_lvl | integer | No | 0 |
waves_region | rect | Yes | |
waves_temp_int | integer | No | |
waves_timer | timer | No | |
waves_timer_window | timerdialog | No | |
WEAPON_TYPE_AM_CHOP | integer | No | |
WEAPON_TYPE_CH_SLICE | integer | No | |
WEAPON_TYPE_CL_SLICE | integer | No | |
WEAPON_TYPE_CM_SLICE | integer | No | |
WEAPON_TYPE_MH_BASH | integer | No | |
WEAPON_TYPE_MH_CHOP | integer | No | |
WEAPON_TYPE_MH_SLICE | integer | No | |
WEAPON_TYPE_MH_STAB | integer | No | |
WEAPON_TYPE_ML_CHOP | integer | No | |
WEAPON_TYPE_ML_SLICE | integer | No | |
WEAPON_TYPE_MM_BASH | integer | No | |
WEAPON_TYPE_MM_CHOP | integer | No | |
WEAPON_TYPE_MM_SLICE | integer | No | |
WEAPON_TYPE_MM_STAB | integer | No | |
WEAPON_TYPE_NONE | integer | No | |
WEAPON_TYPE_RH_BASH | integer | No | |
WEAPON_TYPE_WH_BASH | integer | No | |
WEAPON_TYPE_WH_SLICE | integer | No | |
WEAPON_TYPE_WL_BASH | integer | No | |
WEAPON_TYPE_WL_SLICE | integer | No | |
WEAPON_TYPE_WL_STAB | integer | No | |
WEAPON_TYPE_WM_BASH | integer | No | |
WEAPON_TYPE_WM_SLICE | integer | No | |
WEAPON_TYPE_WM_STAB | integer | No | |
WeaponTypeDebugStr | string | Yes |
//===========================================================================
//
// Damage Engine 5.4.2.2 - update requires copying of the JASS script
//
//===========================================================================
library DamageEngine initializer Init
globals
private timer alarm = CreateTimer()
private boolean alarmSet = false
//Values to track the original pre-spirit Link/defensive damage values
private boolean canKick = true
private boolean totem = false
private real lastAmount = 0.00
private real lastPrevAmt = 0.00
private integer lastType = 0
private boolean lastCode = false
private real lastPierced = 0.00
private integer armorType = 0
private integer lastArmor = 0
private integer lastPrevArmor = 0
private integer defenseType = 0
private integer lastDefense = 0
private integer lastPrevDefense = 0
//Stuff to track recursive UnitDamageTarget calls.
private boolean eventsRun = false
private boolean kicking = false
private integer damageStack = 0
private unit array sourceStack
private unit array targetStack
private real array amountStack
private attacktype array attackTStack
private damagetype array damageTStack
private weapontype array weaponTStack
private integer array userTrigStack
private integer array typeStack
//Added in 5.4 to silently eliminate infinite recursion.
private integer userTrigs = 9
private integer eventTrig = 0
private integer array nextTrig
private trigger array userTrig
private boolean array trigFrozen
//Added/re-tooled in 5.4.1 to allow forced recursion (for advanced users only).
private constant integer LIMBO = 16 //Recursion will never go deeper than LIMBO.
private integer array levelsDeep //How deep the user recursion currently is.
public boolean inception = false //You must set DamageEngine_inception = true before dealing damage to utlize this.
//When true, it allows your trigger to potentially go recursive up to LIMBO.
private boolean dreaming = false
private boolean array inceptionTrig //Added in 5.4.2 to simplify the inception variable for very complex DamageEvent trigger.
private integer sleepLevel = 0
private group proclusGlobal = CreateGroup() //track sources of recursion
private group fischerMorrow = CreateGroup() //track targets of recursion
//Improves readability in the code to have these as named constants.
private constant integer MOD_EVENT = 1
private constant integer SHIELD_EVENT = 4
private constant integer DAMAGE_EVENT = 5
private constant integer ZERO_EVENT = 6
private constant integer AFTER_EVENT = 7
private constant integer LETHAL_EVENT = 8
private constant integer AOE_EVENT = 9
//private string crashStr = ""
endglobals
//GUI Vars:
/*
Retained from 3.8 and prior:
----------------------------
unit udg_DamageEventSource
unit udg_DamageEventTarget
unit udg_EnhancedDamageTarget
group udg_DamageEventAOEGroup
integer udg_DamageEventAOE
integer udg_DamageEventLevel
real udg_DamageModifierEvent
real udg_DamageEvent
real udg_AfterDamageEvent
real udg_DamageEventAmount
real udg_DamageEventPrevAmt
real udg_AOEDamageEvent
boolean udg_DamageEventOverride
boolean udg_NextDamageType
boolean udg_DamageEventType
boolean udg_IsDamageSpell
//Added in 5.0:
boolean udg_IsDamageMelee
boolean udg_IsDamageRanged
unit udg_AOEDamageSource
real udg_LethalDamageEvent
real udg_LethalDamageHP
real udg_DamageScalingWC3
integer udg_DamageEventAttackT
integer udg_DamageEventDamageT
integer udg_DamageEventWeaponT
//Added in 5.1:
boolean udg_IsDamageCode
//Added in 5.2:
integer udg_DamageEventArmorT
integer udg_DamageEventDefenseT
//Addded in 5.3:
real DamageEventArmorPierced
real udg_DamageScalingUser
//Added in 5.4.2 to allow GUI users to re-issue the exact same attack and damage type at the attacker.
attacktype array udg_CONVERTED_ATTACK_TYPE
damagetype array udg_CONVERTED_DAMAGE_TYPE
*/
private function RunTrigs takes integer i returns nothing
local integer cat = i
//if dreaming then
// call BJDebugMsg("Tried to run triggers while triggers were already running.")
// return
//endif
set dreaming = true
//call BJDebugMsg("Start of event running")
loop
set i = nextTrig[i]
exitwhen i == 0
exitwhen cat == MOD_EVENT and (udg_DamageEventOverride or udg_DamageEventType*udg_DamageEventType == 4)
exitwhen cat == SHIELD_EVENT and udg_DamageEventAmount <= 0.00
exitwhen cat == LETHAL_EVENT and udg_LethalDamageHP > 0.405
//set crashStr = "Bout to inspect " + I2S(i)
if not trigFrozen[i] and IsTriggerEnabled(userTrig[i]) then
set eventTrig = i
//set crashStr = "Bout to evaluate " + I2S(i)
if TriggerEvaluate(userTrig[i]) then
//set crashStr = "Bout to execute " + I2S(i)
call TriggerExecute(userTrig[i])
endif
//set crashStr = "Ran " + I2S(i)
//call BJDebugMsg("Ran " + I2S(i))
//if not (udg_DamageEventPrevAmt == 0.00 or udg_DamageScalingWC3 == 0.00 or udg_DamageEventAmount == 0.00) then
// if cat == MOD_EVENT then
// set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt
// elseif cat == SHIELD_EVENT then
// set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt/udg_DamageScalingWC3
// endif
//elseif udg_DamageEventPrevAmt == 0.00 then
// call BJDebugMsg("Prev amount 0.00 and User Amount " + R2S(udg_DamageEventAmount))
//elseif udg_DamageEventAmount == 0.00 then
// call BJDebugMsg("User amount 0.00 and Prev Amount " + R2S(udg_DamageEventPrevAmt))
//elseif udg_DamageScalingWC3 == 0.00 then
// call BJDebugMsg("WC3 amount somehow 0.00")
//endif
//set crashStr = "Filtered " + I2S(i)
//elseif i > 9 then
// if trigFrozen[i] then
// call BJDebugMsg("User Trigger is frozen")
// else
// call BJDebugMsg("User Trigger is off")
// endif
endif
endloop
//call BJDebugMsg("End of event running")
set dreaming = false
endfunction
private function OnAOEEnd takes nothing returns nothing
if udg_DamageEventAOE > 1 then
call RunTrigs(AOE_EVENT)
set udg_DamageEventAOE = 1
endif
set udg_DamageEventLevel = 1
set udg_EnhancedDamageTarget = null
set udg_AOEDamageSource = null
call GroupClear(udg_DamageEventAOEGroup)
endfunction
private function AfterDamage takes nothing returns nothing
if udg_DamageEventPrevAmt != 0.00 and udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(AFTER_EVENT)
endif
endfunction
private function Finish takes nothing returns nothing
local integer i = 0
local integer exit
if eventsRun then
//call BJDebugMsg("events ran")
set eventsRun = false
call AfterDamage()
endif
if canKick and not kicking then
//call BJDebugMsg("can kick")
if damageStack > 0 then
set kicking = true
//call BJDebugMsg("Clearing queued damage instances: " + I2S(damageStack))
loop
set exit = damageStack
set sleepLevel = sleepLevel + 1
loop
set udg_NextDamageType = typeStack[i]
//call BJDebugMsg("Stacking on " + R2S(amountStack[i]))
call UnitDamageTarget(sourceStack[i], targetStack[i], amountStack[i], true, false, attackTStack[i], damageTStack[i], weaponTStack[i])
call AfterDamage()
set i = i + 1 //Need to loop bottom to top to make sure damage order is preserved.
exitwhen i == exit
endloop
//call BJDebugMsg("Exit at: " + I2S(i))
exitwhen i == damageStack
endloop
//call BJDebugMsg("Terminate at at: " + I2S(i))
set sleepLevel = 0
loop
set i = i - 1
set trigFrozen[userTrigStack[i]] = false //Only re-enable recursive triggers AFTER all damage is dealt.
set levelsDeep[userTrigStack[i]] = 0 //Reset this stuff if the user tried some nonsense
exitwhen i == 0
endloop
//call BJDebugMsg("Cleared queued damage instances: " + I2S(damageStack))
set damageStack = 0 //Can only be set after all the damage has successfully ended.
set kicking = false
endif
call GroupClear(proclusGlobal)
call GroupClear(fischerMorrow)
//elseif kicking then
// call BJDebugMsg("Somehow still kicking")
//else
// call BJDebugMsg("Cannot kick")
endif
endfunction
private function ResetArmor takes nothing returns nothing
if udg_DamageEventArmorPierced != 0.00 then
call BlzSetUnitArmor(udg_DamageEventTarget, BlzGetUnitArmor(udg_DamageEventTarget) + udg_DamageEventArmorPierced)
endif
if armorType != udg_DamageEventArmorT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE, armorType) //revert changes made to the damage instance
endif
if defenseType != udg_DamageEventDefenseT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE, defenseType)
endif
endfunction
private function FailsafeClear takes nothing returns nothing
//call BJDebugMsg("Damage from " + GetUnitName(udg_DamageEventSource) + " to " + GetUnitName(udg_DamageEventTarget) + " has been messing up Damage Engine.")
//call BJDebugMsg(R2S(udg_DamageEventAmount) + " " + " " + R2S(udg_DamageEventPrevAmt) + " " + udg_AttackTypeDebugStr[udg_DamageEventAttackT] + " " + udg_DamageTypeDebugStr[udg_DamageEventDamageT])
call ResetArmor()
set canKick = true
set totem = false
set udg_DamageEventAmount = 0.00
set udg_DamageScalingWC3 = 0.00
if udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(DAMAGE_EVENT) //Run the normal on-damage event based on this failure.
set eventsRun = true //Run the normal after-damage event based on this failure.
endif
call Finish()
endfunction
private function WakeUp takes nothing returns nothing
set alarmSet = false //The timer has expired. Flag off to allow it to be restarted when needed.
//if dreaming then
// set dreaming= false
// call BJDebugMsg("Timer set dreaming to False")
// call BJDebugMsg(crashStr)
//endif
if totem then
//Something went wrong somewhere; the WarCraft 3 engine didn't run the DAMAGED event despite running the DAMAGING event.
call FailsafeClear()
else
if not canKick and damageStack > 0 then
//call BJDebugMsg("Damage Engine recursion deployment was failing with application of: " + R2S(udg_DamageEventAmount))
set canKick = true
endif
call Finish() //Wrap up any outstanding damage instance
endif
call OnAOEEnd() //Reset things so they don't perpetuate for AoE/Level target detection
set udg_DamageEventPrevAmt = 0.00 //Added in 5.4.2.1 to try to squash the Cold Arrows glitch (failed to do it)
endfunction
private function CalibrateMR takes nothing returns nothing
set udg_IsDamageMelee = false
set udg_IsDamageRanged = false
set udg_IsDamageSpell = udg_DamageEventAttackT == 0 //In Patch 1.31, one can just check the attack type to find out if it's a spell.
if udg_DamageEventDamageT == udg_DAMAGE_TYPE_NORMAL and not udg_IsDamageSpell then //This damage type is the only one that can get reduced by armor.
set udg_IsDamageMelee = IsUnitType(udg_DamageEventSource, UNIT_TYPE_MELEE_ATTACKER)
set udg_IsDamageRanged = IsUnitType(udg_DamageEventSource, UNIT_TYPE_RANGED_ATTACKER)
if udg_IsDamageMelee and udg_IsDamageRanged then
set udg_IsDamageMelee = udg_DamageEventWeaponT > 0// Melee units play a sound when damaging
set udg_IsDamageRanged = not udg_IsDamageMelee // In the case where a unit is both ranged and melee, the ranged attack plays no sound.
endif // The Huntress has a melee sound for her ranged projectile, however it is only an issue
endif //if she also had a melee attack, because by default she is only UNIT_TYPE_RANGED_ATTACKER.
endfunction
private function OnPreDamage takes nothing returns boolean
local unit src = GetEventDamageSource()
local unit tgt = GetTriggerUnit()
local real amt = GetEventDamage()
local attacktype at = BlzGetEventAttackType()
local damagetype dt = BlzGetEventDamageType()
local weapontype wt = BlzGetEventWeaponType()
//call BJDebugMsg("First damage event running")
if dreaming then
//call BJDebugMsg("Dreaming")
if amt != 0.00 then
//Store recursive damage into a queue from index "damageStack" (0-15)
//This damage will be fired after the current damage instance has wrapped up its events.
//This damage can only be caused by triggers.
set amountStack[damageStack] = amt
set sourceStack[damageStack] = src
set targetStack[damageStack] = tgt
set attackTStack[damageStack] = at
set damageTStack[damageStack] = dt
set weaponTStack[damageStack] = wt
set userTrigStack[damageStack] = eventTrig
if udg_NextDamageType == 0 then
set typeStack[damageStack] = udg_DamageTypeCode
else
set typeStack[damageStack] = udg_NextDamageType
endif
//Next block added in 5.4.1 to allow *some* control over whether recursion should kick
//in. Also it's important to track whether the source and target were both involved at
//some earlier point, so this is a more accurate and lenient method than before.
set inception = inception or inceptionTrig[eventTrig]
call GroupAddUnit(proclusGlobal, udg_DamageEventSource)
call GroupAddUnit(fischerMorrow, udg_DamageEventTarget)
if kicking and IsUnitInGroup(src, proclusGlobal) and IsUnitInGroup(tgt, fischerMorrow) then
if inception and not trigFrozen[eventTrig] then
set inceptionTrig[eventTrig] = true
if levelsDeep[eventTrig] < sleepLevel then
set levelsDeep[eventTrig] = levelsDeep[eventTrig] + 1
if levelsDeep[eventTrig] >= LIMBO then
set trigFrozen[eventTrig] = true
endif
endif
else
set trigFrozen[eventTrig] = true
endif
endif
set damageStack = damageStack + 1
//call BJDebugMsg("damageStack: " + I2S(damageStack) + " levelsDeep: " + I2S(levelsDeep[eventTrig]) + " sleepLevel: " + I2S(sleepLevel))
call BlzSetEventDamage(0.00) //queue the damage instance instead of letting it run recursively
endif
else
if not kicking then
//Added 25 July 2017 to detect AOE damage or multiple single-target damage
if alarmSet then
if totem then
if dt != DAMAGE_TYPE_SPIRIT_LINK and dt != DAMAGE_TYPE_DEFENSIVE and dt != DAMAGE_TYPE_PLANT then
//if 'totem' is still set and it's not due to spirit link distribution or defense retaliation,
//the next function must be called as a debug. This reverts an issue I created in patch 5.1.3.
call FailsafeClear()
else
set totem = false
set lastAmount = udg_DamageEventAmount
set lastPrevAmt = udg_DamageEventPrevAmt //Store the actual pre-armor value.
set lastType = udg_DamageEventType //also store the damage type.
set lastCode = udg_IsDamageCode //store this as well.
set lastArmor = udg_DamageEventArmorT
set lastPrevArmor = armorType
set lastDefense = udg_DamageEventDefenseT
set lastPrevDefense = defenseType
set lastPierced = udg_DamageEventArmorPierced
set canKick = false
endif
else
call Finish()
endif
if src != udg_AOEDamageSource then //Source has damaged more than once
call OnAOEEnd() //New damage source - unflag everything
set udg_AOEDamageSource = src
elseif tgt == udg_EnhancedDamageTarget then
set udg_DamageEventLevel= udg_DamageEventLevel + 1 //The number of times the same unit was hit.
elseif not IsUnitInGroup(tgt, udg_DamageEventAOEGroup) then
set udg_DamageEventAOE = udg_DamageEventAOE + 1 //Multiple targets hit by this source - flag as AOE
endif
else
call TimerStart(alarm, 0.00, false, function WakeUp)
set alarmSet = true
set udg_AOEDamageSource = src
set udg_EnhancedDamageTarget= tgt
endif
call GroupAddUnit(udg_DamageEventAOEGroup, tgt)
endif
set udg_DamageEventType = udg_NextDamageType
if udg_NextDamageType != 0 then
set udg_DamageEventType = udg_NextDamageType
set udg_IsDamageCode = true //New in 5.1 - requested by chopinski to allow user to detect Code damage
endif
set udg_DamageEventOverride = dt == null //Got rid of NextDamageOverride in 5.1 for simplicity
set udg_DamageEventPrevAmt = amt
set udg_DamageEventSource = src
set udg_DamageEventTarget = tgt
set udg_DamageEventAmount = amt
set udg_DamageEventAttackT = GetHandleId(at)
set udg_DamageEventDamageT = GetHandleId(dt)
set udg_DamageEventWeaponT = GetHandleId(wt)
call CalibrateMR() //Set Melee and Ranged settings.
set udg_DamageEventArmorT = BlzGetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE) //Introduced in Damage Engine 5.2.0.0
set udg_DamageEventDefenseT = BlzGetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE)
set armorType = udg_DamageEventArmorT
set defenseType = udg_DamageEventDefenseT
set udg_DamageEventArmorPierced = 0.00
set udg_DamageScalingUser = 1.00
set udg_DamageScalingWC3 = 1.00
if amt != 0.00 then
if not udg_DamageEventOverride then
call RunTrigs(MOD_EVENT)
//All events have run and the pre-damage amount is finalized.
call BlzSetEventAttackType(ConvertAttackType(udg_DamageEventAttackT))
call BlzSetEventDamageType(ConvertDamageType(udg_DamageEventDamageT))
call BlzSetEventWeaponType(ConvertWeaponType(udg_DamageEventWeaponT))
if udg_DamageEventArmorPierced != 0.00 then
call BlzSetUnitArmor(udg_DamageEventTarget, BlzGetUnitArmor(udg_DamageEventTarget) - udg_DamageEventArmorPierced)
endif
if armorType != udg_DamageEventArmorT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE, udg_DamageEventArmorT) //Introduced in Damage Engine 5.2.0.0
endif
if defenseType != udg_DamageEventDefenseT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE, udg_DamageEventDefenseT) //Introduced in Damage Engine 5.2.0.0
endif
call BlzSetEventDamage(udg_DamageEventAmount)
endif
//call BJDebugMsg("Ready to deal " + R2S(udg_DamageEventAmount))
set totem = true
else
call RunTrigs(ZERO_EVENT)
set canKick = true
call Finish()
endif
endif
set src = null
set tgt = null
set inception = false
set udg_NextDamageType = 0
return false
endfunction
//The traditional on-damage response, where armor reduction has already been factored in.
private function OnDamage takes nothing returns boolean
local real r = GetEventDamage()
//call BJDebugMsg("Second damage event running")
if dreaming or udg_DamageEventPrevAmt == 0.00 then
//if dreaming then
// call BJDebugMsg("Dreaming")
//else
// call BJDebugMsg("Prev amount is zero")
//endif
return false
endif
if totem then
set totem = false //This should be the case in almost all circumstances
else
call AfterDamage() //Wrap up the outstanding damage instance
set canKick = true
//Unfortunately, Spirit Link and Thorns Aura/Spiked Carapace fire the DAMAGED event out of sequence with the DAMAGING event,
//so I have to re-generate a buncha stuff here.
set udg_DamageEventSource = GetEventDamageSource()
set udg_DamageEventTarget = GetTriggerUnit()
set udg_DamageEventAmount = lastAmount
set udg_DamageEventPrevAmt = lastPrevAmt
set udg_DamageEventAttackT = GetHandleId(BlzGetEventAttackType())
set udg_DamageEventDamageT = GetHandleId(BlzGetEventDamageType())
set udg_DamageEventWeaponT = GetHandleId(BlzGetEventWeaponType())
set udg_DamageEventType = lastType
set udg_IsDamageCode = lastCode
set udg_DamageEventArmorT = lastArmor
set udg_DamageEventDefenseT = lastDefense
set udg_DamageEventArmorPierced = lastPierced
set armorType = lastPrevArmor
set defenseType = lastPrevDefense
call CalibrateMR() //Apply melee/ranged settings once again.
endif
call ResetArmor()
if udg_DamageEventAmount != 0.00 and r != 0.00 then
set udg_DamageScalingWC3 = r / udg_DamageEventAmount
elseif udg_DamageEventAmount > 0.00 then
set udg_DamageScalingWC3 = 0.00
else
set udg_DamageScalingWC3 = 1.00
set udg_DamageScalingUser = udg_DamageEventAmount / udg_DamageEventPrevAmt
endif
set udg_DamageEventAmount = udg_DamageEventAmount*udg_DamageScalingWC3
if udg_DamageEventAmount > 0.00 then
//This event is used for custom shields which have a limited hit point value
//The shield here kicks in after armor, so it acts like extra hit points.
call RunTrigs(SHIELD_EVENT)
set udg_LethalDamageHP = GetWidgetLife(udg_DamageEventTarget) - udg_DamageEventAmount
if udg_LethalDamageHP <= 0.405 then
call RunTrigs(LETHAL_EVENT) //Added 10 May 2019 to detect and potentially prevent lethal damage. Instead of
//modifying the damage, you need to modify LethalDamageHP instead (the final HP of the unit).
set udg_DamageEventAmount = GetWidgetLife(udg_DamageEventTarget) - udg_LethalDamageHP
if udg_DamageEventType < 0 and udg_LethalDamageHP <= 0.405 then
call SetUnitExploded(udg_DamageEventTarget, true) //Explosive damage types should blow up the target.
endif
endif
set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt/udg_DamageScalingWC3
endif
call BlzSetEventDamage(udg_DamageEventAmount) //Apply the final damage amount.
if udg_DamageEventDamageT != udg_DAMAGE_TYPE_UNKNOWN then
call RunTrigs(DAMAGE_EVENT)
endif
set eventsRun = true
if udg_DamageEventAmount == 0.00 then
call Finish()
endif
return false
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger trig = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_DAMAGED) //Thanks to this I no longer have to create an event for every unit in the map.
call TriggerAddCondition(trig, Filter(function OnDamage))
set trig = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_DAMAGING) //The new 1.31 event which fires before damage.
call TriggerAddCondition(trig, Filter(function OnPreDamage))
set trig = null
endfunction
public function DebugStr takes nothing returns nothing
local integer i = 0
loop
set udg_CONVERTED_ATTACK_TYPE[i] = ConvertAttackType(i)
exitwhen i == 6
set i = i + 1
endloop
set i = 0
loop
set udg_CONVERTED_DAMAGE_TYPE[i] = ConvertDamageType(i)
exitwhen i == 26
set i = i + 1
endloop
set udg_AttackTypeDebugStr[0] = "SPELLS" //ATTACK_TYPE_NORMAL in JASS
set udg_AttackTypeDebugStr[1] = "NORMAL" //ATTACK_TYPE_MELEE in JASS
set udg_AttackTypeDebugStr[2] = "PIERCE"
set udg_AttackTypeDebugStr[3] = "SIEGE"
set udg_AttackTypeDebugStr[4] = "MAGIC"
set udg_AttackTypeDebugStr[5] = "CHAOS"
set udg_AttackTypeDebugStr[6] = "HERO"
set udg_DamageTypeDebugStr[0] = "UNKNOWN"
set udg_DamageTypeDebugStr[4] = "NORMAL"
set udg_DamageTypeDebugStr[5] = "ENHANCED"
set udg_DamageTypeDebugStr[8] = "FIRE"
set udg_DamageTypeDebugStr[9] = "COLD"
set udg_DamageTypeDebugStr[10] = "LIGHTNING"
set udg_DamageTypeDebugStr[11] = "POISON"
set udg_DamageTypeDebugStr[12] = "DISEASE"
set udg_DamageTypeDebugStr[13] = "DIVINE"
set udg_DamageTypeDebugStr[14] = "MAGIC"
set udg_DamageTypeDebugStr[15] = "SONIC"
set udg_DamageTypeDebugStr[16] = "ACID"
set udg_DamageTypeDebugStr[17] = "FORCE"
set udg_DamageTypeDebugStr[18] = "DEATH"
set udg_DamageTypeDebugStr[19] = "MIND"
set udg_DamageTypeDebugStr[20] = "PLANT"
set udg_DamageTypeDebugStr[21] = "DEFENSIVE"
set udg_DamageTypeDebugStr[22] = "DEMOLITION"
set udg_DamageTypeDebugStr[23] = "SLOW_POISON"
set udg_DamageTypeDebugStr[24] = "SPIRIT_LINK"
set udg_DamageTypeDebugStr[25] = "SHADOW_STRIKE"
set udg_DamageTypeDebugStr[26] = "UNIVERSAL"
set udg_WeaponTypeDebugStr[0] = "NONE" //WEAPON_TYPE_WHOKNOWS in JASS
set udg_WeaponTypeDebugStr[1] = "METAL_LIGHT_CHOP"
set udg_WeaponTypeDebugStr[2] = "METAL_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[3] = "METAL_HEAVY_CHOP"
set udg_WeaponTypeDebugStr[4] = "METAL_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[5] = "METAL_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[6] = "METAL_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[7] = "METAL_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[8] = "METAL_HEAVY_BASH"
set udg_WeaponTypeDebugStr[9] = "METAL_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[10] = "METAL_HEAVY_STAB"
set udg_WeaponTypeDebugStr[11] = "WOOD_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[12] = "WOOD_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[13] = "WOOD_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[14] = "WOOD_LIGHT_BASH"
set udg_WeaponTypeDebugStr[15] = "WOOD_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[16] = "WOOD_HEAVY_BASH"
set udg_WeaponTypeDebugStr[17] = "WOOD_LIGHT_STAB"
set udg_WeaponTypeDebugStr[18] = "WOOD_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[19] = "CLAW_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[20] = "CLAW_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[21] = "CLAW_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[22] = "AXE_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[23] = "ROCK_HEAVY_BASH"
set udg_DefenseTypeDebugStr[0] = "LIGHT"
set udg_DefenseTypeDebugStr[1] = "MEDIUM"
set udg_DefenseTypeDebugStr[2] = "HEAVY"
set udg_DefenseTypeDebugStr[3] = "FORTIFIED"
set udg_DefenseTypeDebugStr[4] = "NORMAL" //Typically deals flat damage to all armor types
set udg_DefenseTypeDebugStr[5] = "HERO"
set udg_DefenseTypeDebugStr[6] = "DIVINE"
set udg_DefenseTypeDebugStr[7] = "UNARMORED"
set udg_ArmorTypeDebugStr[0] = "NONE" //ARMOR_TYPE_WHOKNOWS in JASS, added in 1.31
set udg_ArmorTypeDebugStr[1] = "FLESH"
set udg_ArmorTypeDebugStr[2] = "METAL"
set udg_ArmorTypeDebugStr[3] = "WOOD"
set udg_ArmorTypeDebugStr[4] = "ETHEREAL"
set udg_ArmorTypeDebugStr[5] = "STONE"
endfunction
//This function exists mainly to make it easier to switch from another DDS, like PDD.
function UnitDamageTargetEx takes unit src, unit tgt, real amt, boolean a, boolean r, attacktype at, damagetype dt, weapontype wt returns boolean
if udg_NextDamageType == 0 then
set udg_NextDamageType = udg_DamageTypeCode
endif
call UnitDamageTarget(src, tgt, amt, a, r, at, dt, wt)
return dreaming
endfunction
public function SetupEvent takes trigger whichTrig, string var, integer index returns nothing
local integer max = 1
local integer off = 0
local integer exit = 0
local integer i
if var == "udg_DamageModifierEvent" then //MOD_EVENT 1-4 -> Events 1-4
if index < 3 then
set exit = index + 1
endif
if nextTrig[1] == 0 then
set nextTrig[1] = 2
set nextTrig[2] = 3
set trigFrozen[2] = true
set trigFrozen[3] = true
endif
set max = 4
elseif var == "udg_DamageEvent" then //DAMAGE_EVENT 1,2 -> Events 5,6
set max = 2
set off = 4
elseif var == "udg_AfterDamageEvent" then //AFTER_EVENT -> Event 7
set off = 6
elseif var == "udg_LethalDamageEvent" then //LETHAL_EVENT -> Event 8
set off = 7
elseif var == "udg_AOEDamageEvent" then //AOE_EVENT -> Event 9
set off = 8
else
return
endif
set i = IMaxBJ(IMinBJ(index, max), 1) + off
//call BJDebugMsg("Root index: " + I2S(i))
loop
set index = i
set i = nextTrig[i]
exitwhen i == exit
endloop
set userTrigs = userTrigs + 1 //User list runs from index 10 and up
set nextTrig[index] = userTrigs
set nextTrig[userTrigs] = exit
set userTrig[userTrigs] = whichTrig
//call BJDebugMsg("Registered " + I2S(userTrigs) + " to " + I2S(index))
endfunction
private function PreSetup takes trigger whichTrig, string var, limitop op, real value returns nothing
call SetupEvent(whichTrig, var, R2I(value))
endfunction
hook TriggerRegisterVariableEvent PreSetup
endlibrary
library MouseUtils
/*
-------------------
MouseUtils
- MyPad
1.0.2.2
-------------------
----------------------------------------------------------------------------
A simple snippet that allows one to
conveniently use the mouse natives
as they were meant to be...
-------------------
| API |
-------------------
struct UserMouse extends array
static method operator [] (player p) -> thistype
- Returns the player's id + 1
static method getCurEventType() -> integer
- Returns the custom event that got executed.
method operator player -> player
- Returns Player(this - 1)
readonly real mouseX
readonly real mouseY
- Returns the current mouse coordinates.
readonly method operator isMouseClicked -> boolean
- Determines whether any mouse key has been clicked,
and will return true on the first mouse key.
method isMouseButtonClicked(mousebuttontype mouseButton)
- Returns true if the mouse button hasn't been
released yet.
method setMousePos(real x, y) (introduced in 1.0.2.2)
- Sets the mouse position for a given player.
static method registerCode(code c, integer ev) -> triggercondition
- Lets code run upon the execution of a certain event.
- Returns a triggercondition that can be removed later.
static method unregisterCallback(triggercondition trgHndl, integer ev)
- Removes a generated triggercondition from the trigger.
functions:
GetPlayerMouseX(player p) -> real
GetPlayerMouseY(player p) -> real
- Returns the coordinates of the mouse of the player.
OnMouseEvent(code func, integer eventId) -> triggercondition
- See UserMouse.registerCode
GetMouseEventType() -> integer
- See UserMouse.getCurEventType
UnregisterMouseCallback(triggercondition t, integer eventId)
- See UserMouse.unregisterCallback
SetUserMousePos(player p, real x, real y)
- See UserMouse.setMousePos
Unique Global Constants:
IMPL_LOCK (Introduced in v.1.0.2.2)
- Enables or disables the lock option
-------------------
| Credits |
-------------------
- Pyrogasm for pointing out a comparison logic flaw
in operator isMouseClicked.
- Illidan(Evil)X for the useful enum handles that
grant more functionality to this snippet.
- TriggerHappy for the suggestion to include
associated events and callbacks to this snippet.
- Quilnez for pointing out a bug related to the
method isMouseButtonClicked not working as intended
in certain situations.
----------------------------------------------------------------------------
*/
// Arbitrary constants
globals
constant integer EVENT_MOUSE_UP = 1024
constant integer EVENT_MOUSE_DOWN = 2048
constant integer EVENT_MOUSE_MOVE = 3072
private constant boolean IMPL_LOCK = false
endglobals
private module Init
private static method onInit takes nothing returns nothing
call thistype.init()
endmethod
endmodule
struct UserMouse extends array
static if IMPL_LOCK then
// Determines the minimum interval that a mouse move event detector
// will be deactivated. (Globally-based)
// You can configure it to any amount you like.
private static constant real INTERVAL = 0.031250000
// Determines how many times a mouse move event detector can fire
// before being deactivated. (locally-based)
// You can configure this to any integer value. (Preferably positive)
private static constant integer MOUSE_COUNT_MAX = 16
// Determines the amount to be deducted from mouseEventCount
// per INTERVAL. Runs independently of resetTimer
private static constant integer MOUSE_COUNT_LOSS = 8
private static constant boolean IS_INSTANT = INTERVAL <= 0.
endif
private static integer currentEventType = 0
private static integer updateCount = 0
private static trigger stateDetector = null
static if IMPL_LOCK and not IS_INSTANT then
private static timer resetTimer = null
endif
private static trigger array evTrigger
private static integer array mouseButtonStack
static if IMPL_LOCK and not IS_INSTANT then
private integer mouseEventCount
private timer mouseEventReductor
endif
private thistype next
private thistype prev
private thistype resetNext
private thistype resetPrev
private trigger posDetector
private integer mouseClickCount
readonly real mouseX
readonly real mouseY
// Converts the enum type mousebuttontype into an integer
private static method toIndex takes mousebuttontype mouseButton returns integer
return GetHandleId(mouseButton)
endmethod
static method getCurEventType takes nothing returns integer
return currentEventType
endmethod
static method operator [] takes player p returns thistype
if thistype(GetPlayerId(p) + 1).posDetector != null then
return GetPlayerId(p) + 1
endif
return 0
endmethod
method operator player takes nothing returns player
return Player(this - 1)
endmethod
method operator isMouseClicked takes nothing returns boolean
return .mouseClickCount > 0
endmethod
method isMouseButtonClicked takes mousebuttontype mouseButton returns boolean
return UserMouse.mouseButtonStack[(this - 1)*3 + UserMouse.toIndex(mouseButton)] > 0
endmethod
method setMousePos takes integer x, integer y returns nothing
if GetLocalPlayer() == this.player then
call BlzSetMousePos(x, y)
endif
endmethod
static if IMPL_LOCK then
private static method getMouseEventReductor takes timer t returns thistype
local thistype this = thistype(0).next
loop
exitwhen this.mouseEventReductor == t or this == 0
set this = this.next
endloop
return this
endmethod
private static method onMouseUpdateListener takes nothing returns nothing
local thistype this = thistype(0).resetNext
set updateCount = 0
loop
exitwhen this == 0
set updateCount = updateCount + 1
set this.mouseEventCount = 0
call EnableTrigger(this.posDetector)
set this.resetNext.resetPrev = this.resetPrev
set this.resetPrev.resetNext = this.resetNext
set this = this.resetNext
endloop
if updateCount > 0 then
static if not IS_INSTANT then
call TimerStart(resetTimer, INTERVAL, false, function thistype.onMouseUpdateListener)
else
call onMouseUpdateListener()
endif
else
static if not IS_INSTANT then
call TimerStart(resetTimer, 0.00, false, null)
call PauseTimer(resetTimer)
endif
endif
endmethod
private static method onMouseReductListener takes nothing returns nothing
local thistype this = getMouseEventReductor(GetExpiredTimer())
if this.mouseEventCount <= 0 then
call PauseTimer(this.mouseEventReductor)
else
set this.mouseEventCount = IMaxBJ(this.mouseEventCount - MOUSE_COUNT_LOSS, 0)
call TimerStart(this.mouseEventReductor, INTERVAL, false, function thistype.onMouseReductListener)
endif
endmethod
endif
private static method onMouseUpOrDown takes nothing returns nothing
local thistype this = thistype[GetTriggerPlayer()]
local integer index = (this - 1)*3 + UserMouse.toIndex(BlzGetTriggerPlayerMouseButton())
local boolean releaseFlag = false
if GetTriggerEventId() == EVENT_PLAYER_MOUSE_DOWN then
set this.mouseClickCount = IMinBJ(this.mouseClickCount + 1, 3)
set releaseFlag = UserMouse.mouseButtonStack[index] <= 0
set UserMouse.mouseButtonStack[index] = IMinBJ(UserMouse.mouseButtonStack[index] + 1, 1)
if releaseFlag then
set currentEventType = EVENT_MOUSE_DOWN
call TriggerEvaluate(evTrigger[EVENT_MOUSE_DOWN])
endif
else
set this.mouseClickCount = IMaxBJ(this.mouseClickCount - 1, 0)
set releaseFlag = UserMouse.mouseButtonStack[index] > 0
set UserMouse.mouseButtonStack[index] = IMaxBJ(UserMouse.mouseButtonStack[index] - 1, 0)
if releaseFlag then
set currentEventType = EVENT_MOUSE_UP
call TriggerEvaluate(evTrigger[EVENT_MOUSE_UP])
endif
endif
endmethod
private static method onMouseMove takes nothing returns nothing
local thistype this = thistype[GetTriggerPlayer()]
local boolean started = false
set this.mouseX = BlzGetTriggerPlayerMouseX()
set this.mouseY = BlzGetTriggerPlayerMouseY()
static if IMPL_LOCK then
set this.mouseEventCount = this.mouseEventCount + 1
if this.mouseEventCount <= 1 then
call TimerStart(this.mouseEventReductor, INTERVAL, false, function thistype.onMouseReductListener)
endif
endif
set currentEventType = EVENT_MOUSE_MOVE
call TriggerEvaluate(evTrigger[EVENT_MOUSE_MOVE])
static if IMPL_LOCK then
if this.mouseEventCount >= thistype.MOUSE_COUNT_MAX then
call DisableTrigger(this.posDetector)
if thistype(0).resetNext == 0 then
static if not IS_INSTANT then
call TimerStart(resetTimer, INTERVAL, false, function thistype.onMouseUpdateListener)
// Mouse event reductor should be paused
else
set started = true
endif
call PauseTimer(this.mouseEventReductor)
endif
set this.resetNext = 0
set this.resetPrev = this.resetNext.resetPrev
set this.resetPrev.resetNext = this
set this.resetNext.resetPrev = this
if started then
call onMouseUpdateListener()
endif
endif
endif
endmethod
private static method init takes nothing returns nothing
local thistype this = 1
local player p = this.player
static if IMPL_LOCK and not IS_INSTANT then
set resetTimer = CreateTimer()
endif
set stateDetector = CreateTrigger()
set evTrigger[EVENT_MOUSE_UP] = CreateTrigger()
set evTrigger[EVENT_MOUSE_DOWN] = CreateTrigger()
set evTrigger[EVENT_MOUSE_MOVE] = CreateTrigger()
call TriggerAddCondition( stateDetector, Condition(function thistype.onMouseUpOrDown))
loop
exitwhen integer(this) > bj_MAX_PLAYER_SLOTS
if GetPlayerController(p) == MAP_CONTROL_USER and GetPlayerSlotState(p) == PLAYER_SLOT_STATE_PLAYING then
set this.next = 0
set this.prev = thistype(0).prev
set thistype(0).prev.next = this
set thistype(0).prev = this
set this.posDetector = CreateTrigger()
static if IMPL_LOCK and not IS_INSTANT then
set this.mouseEventReductor = CreateTimer()
endif
call TriggerRegisterPlayerEvent( this.posDetector, p, EVENT_PLAYER_MOUSE_MOVE )
call TriggerAddCondition( this.posDetector, Condition(function thistype.onMouseMove))
call TriggerRegisterPlayerEvent( stateDetector, p, EVENT_PLAYER_MOUSE_UP )
call TriggerRegisterPlayerEvent( stateDetector, p, EVENT_PLAYER_MOUSE_DOWN )
endif
set this = this + 1
set p = this.player
endloop
endmethod
static method registerCode takes code handlerFunc, integer eventId returns triggercondition
return TriggerAddCondition(evTrigger[eventId], Condition(handlerFunc))
endmethod
static method unregisterCallback takes triggercondition whichHandler, integer eventId returns nothing
call TriggerRemoveCondition(evTrigger[eventId], whichHandler)
endmethod
implement Init
endstruct
function GetPlayerMouseX takes player p returns real
return UserMouse[p].mouseX
endfunction
function GetPlayerMouseY takes player p returns real
return UserMouse[p].mouseY
endfunction
function OnMouseEvent takes code func, integer eventId returns triggercondition
return UserMouse.registerCode(func, eventId)
endfunction
function GetMouseEventType takes nothing returns integer
return UserMouse.getCurEventType()
endfunction
function UnregisterMouseCallback takes triggercondition whichHandler, integer eventId returns nothing
call UserMouse.unregisterCallback(whichHandler, eventId)
endfunction
function SetUserMousePos takes player p, integer x, integer y returns nothing
call UserMouse[p].setMousePos(x, y)
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library LineSegmentEnumeration /* v2.1a -- hiveworkshop.com/threads/line-segment-enumeration-v1-1.286552/
Information
¯¯¯¯¯¯¯¯¯¯¯
Allows to enumerate widgets inside a line segment with an offset.
So basicly it will result in a rect, but which is also allowed to be rotated.
Mechanics
¯¯¯¯¯¯¯¯¯
(Issue:)
The problem with normal jass rects is that they aren't defined by 4 points, but only by 4 values: x/y -min/max.
The result is that a jass rect is never rotated, so it's always paralel to the x/y axis.
But when we draw a line from point A to point B we might also create a non-axix-parelel rect, and then
we can't use the normal rect natives from jass anymore to find out if a point is inside the rect.
(Solution:)
To solve this problem the system does following:
jass rect: rectangular defined by 4 values (axis paralel)
custom rect: the real rectangular that is defined by user (not axis parelel)
1. Create a big jass rect that is big enough so we can ensure to enum all widgets that are potentialy inside our custom rect. (Enum_Group)
This Enum_Group will contain all wanted units, but may also contain not wanted units.
2. We rotate the custom rect around Point B, by angle "theta", so it gets now a normal, non-rotated rect. (axis parelel)
3. We loop through Enum_Group, and rotate all widget's coordinates also by the same "theta" value around Point B.
4. Now what happened is that the custom rect was manipulated so it got axis parelel. And we also used the same maths
to manipulate the x/y coordinate of our widgets, so the relation between the custom rect and the widget is still the very same.
But what we can do now is to use native jass logics to check if the widget is within the bounds of the rotated custom rect
with only comparing it's x/y coordinates with the rect's x/y -min/max coodinates.
Note: this approach is not the most performant one, but it doesn't work with custom types. So if you already work with for example
struct rects or other polygons, and you care for trigomnomig orientation you can write straight forward functions to check if a point
is inside a quadrilateral, as standalone function.
*/
// --- API ---
//! novjass
struct LineSegment
static method EnumUnits takes group whichgroup, real ax, real ay, real bx, real by, real offset returns nothing
static method EnumDestructables takes real ax, real ay, real bx, real by, real offset returns nothing
// after enumerated destructables you have access to:
static integer DestructableCounter // starts with index "0"
static destructable array Destructable
static method EnumItems takes real ax, real ay, real bx, real by, real offset returns nothing
// after enumerated items you have access to:
static integer ItemCounter // starts with index "0"
static destructable array Item
//! endnovjass
// ==== End API ====
struct LineSegment extends array
private static constant rect RECT = Rect(0, 0, 0, 0)
private static constant group GROUP = CreateGroup()
public static method EnumUnits takes group whichgroup, real ax, real ay, real bx, real by, real offset returns nothing
local real angle = Atan2(by - ay, bx - ax)
local real theta = ModuloReal(angle, bj_PI/2)
local real thetaSin
local real thetaCos
local unit u
local real x
local real y
local real x_new
local real y_new
local real maxX
local real maxY
local real minX
local real minY
local real x1
local real y1
local real x2
local real y2
local real x3
local real y3
local real x4
local real y4
// Enum all potential units
if ax > bx then
set maxX = ax + offset
set minX = bx - offset
else
set maxX = bx + offset
set minX = ax - offset
endif
if ay > by then
set maxY = ay + offset
set minY = by - offset
else
set maxY = by + offset
set minY = ay - offset
endif
call SetRect(RECT, minX, minY, maxX, maxY)
call GroupEnumUnitsInRect(GROUP, RECT, null)
// Create and rotate rect around point B, so it gets unrotated
set angle = angle - theta
set angle = angle*-1
set thetaSin = Sin(-theta)
set thetaCos = Cos(-theta)
set x_new = (ax-bx)*thetaCos - (ay-by)*thetaSin + bx
set y_new = (ax-bx)*thetaSin + (ay-by)*thetaCos + by
set x1 = x_new + offset*Cos(angle - bj_PI*0.5)
set y1 = y_new + offset*Sin(angle - bj_PI*0.5)
set x2 = x_new + offset*Cos(angle + bj_PI*0.5)
set y2 = y_new + offset*Sin(angle + bj_PI*0.5)
set x3 = bx + offset*Cos(angle - bj_PI*0.5)
set y3 = by + offset*Sin(angle - bj_PI*0.5)
set x4 = bx + offset*Cos(angle + bj_PI*0.5)
set y4 = by + offset*Sin(angle + bj_PI*0.5)
// define max/min values of the new non-rotated rect
if x1 > x2 then
set maxX = RMaxBJ(x1, x3)
set minX = RMinBJ(x2, x4)
else
set maxX = RMaxBJ(x2, x4)
set minX = RMinBJ(x1, x3)
endif
if y1 > y2 then
set maxY = RMaxBJ(y1, y3)
set minY = RMinBJ(y2, y4)
else
set maxY = RMaxBJ(y2, y4)
set minY = RMinBJ(y1, y3)
endif
// enum through all tracked units, rotate it around B, and check if it's inside bounds
call GroupClear(whichgroup)
loop
set u = FirstOfGroup(GROUP)
exitwhen u == null
set x = GetUnitX(u)
set y = GetUnitY(u)
set x_new = (x-bx)*thetaCos - (y-by)*thetaSin + bx
set y_new = (x-bx)*thetaSin + (y-by)*thetaCos + by
if x_new >= minX and x_new <= maxX and y_new >= minY and y_new <= maxY then
call GroupAddUnit(whichgroup, u)
endif
call GroupRemoveUnit(GROUP, u)
endloop
endmethod
//! textmacro LSE_WIDGET takes TYPE, NAME
private static integer $NAME$Counter_p = -1
private static $TYPE$ array $NAME$_p
public static integer $NAME$Counter = -1
public static $TYPE$ array $NAME$
private static method on$NAME$Filter takes nothing returns nothing
set $NAME$Counter_p = $NAME$Counter_p + 1
set $NAME$_p[$NAME$Counter_p] = GetEnum$NAME$()
endmethod
public static method Enum$NAME$s takes real ax, real ay, real bx, real by, real offset returns nothing
local real angle = Atan2(by - ay, bx - ax)
local real theta = ModuloReal(angle, bj_PI/2)
local real thetaSin
local real thetaCos
local $TYPE$ t
local real x
local real y
local real x_new
local real y_new
local real maxX
local real maxY
local real minX
local real minY
local real x1
local real y1
local real x2
local real y2
local real x3
local real y3
local real x4
local real y4
// Enum all potential widgets
if ax > bx then
set maxX = ax + offset
set minX = bx - offset
else
set maxX = bx + offset
set minX = ax - offset
endif
if ay > by then
set maxY = ay + offset
set minY = by - offset
else
set maxY = by + offset
set minY = ay - offset
endif
call SetRect(RECT, minX, minY, maxX, maxY)
set $NAME$Counter_p = -1
call Enum$NAME$sInRect(RECT, null, function thistype.on$NAME$Filter)
// Create and rotate rect around point B, so it gets unrotated
set angle = angle - theta
set angle = angle*-1
set thetaSin = Sin(-theta)
set thetaCos = Cos(-theta)
set x_new = (ax-bx)*thetaCos - (ay-by)*thetaSin + bx
set y_new = (ax-bx)*thetaSin + (ay-by)*thetaCos + by
set x1 = x_new + offset*Cos(angle - bj_PI*0.5)
set y1 = y_new + offset*Sin(angle - bj_PI*0.5)
set x2 = x_new + offset*Cos(angle + bj_PI*0.5)
set y2 = y_new + offset*Sin(angle + bj_PI*0.5)
set x3 = bx + offset*Cos(angle - bj_PI*0.5)
set y3 = by + offset*Sin(angle - bj_PI*0.5)
set x4 = bx + offset*Cos(angle + bj_PI*0.5)
set y4 = by + offset*Sin(angle + bj_PI*0.5)
// define max/min values of the new non-rotated rect
if x1 > x2 then
set maxX = RMaxBJ(x1, x3)
set minX = RMinBJ(x2, x4)
else
set maxX = RMaxBJ(x2, x4)
set minX = RMinBJ(x1, x3)
endif
if y1 > y2 then
set maxY = RMaxBJ(y1, y3)
set minY = RMinBJ(y2, y4)
else
set maxY = RMaxBJ(y2, y4)
set minY = RMinBJ(y1, y3)
endif
// enum through all tracked widgets, rotate it around B, and check if it's inside bounds
set $NAME$Counter = -1
loop
exitwhen $NAME$Counter_p < 0
set t = $NAME$_p[$NAME$Counter_p]
set x = Get$NAME$X(t)
set y = Get$NAME$Y(t)
set x_new = (x-bx)*thetaCos - (y-by)*thetaSin + bx
set y_new = (x-bx)*thetaSin + (y-by)*thetaCos + by
if x_new >= minX and x_new <= maxX and y_new >= minY and y_new <= maxY then
set $NAME$Counter = $NAME$Counter + 1
set $NAME$[$NAME$Counter] = t
endif
set $NAME$_p[$NAME$Counter_p] = null
set $NAME$Counter_p = $NAME$Counter_p - 1
endloop
endmethod
//! endtextmacro
//! runtextmacro LSE_WIDGET("destructable", "Destructable")
//! runtextmacro LSE_WIDGET("item", "Item")
endstruct
endlibrary
//TESH.scrollpos=126
//TESH.alwaysfold=0
library LineSegmentEnumeration
globals
unit array units
private constant group GROUP = CreateGroup()
private constant rect RECT = Rect(0, 0, 0, 0)
endglobals
function EnumUnitsInLineSegment takes group whichgroup, real ax, real ay, real bx, real by, real offset returns nothing
local real angle = Atan2(by - ay, bx - ax)
local real theta = ModuloReal(angle, bj_PI/2)
local real thetaSin
local real thetaCos
local rect r
local unit u
local real x
local real y
local real x_new
local real y_new
local real maxX
local real maxY
local real minX
local real minY
local real x1
local real y1
local real x2
local real y2
local real x3
local real y3
local real x4
local real y4
if ax > bx then
set maxX = ax + offset
set minX = bx - offset
else
set maxX = bx + offset
set minX = ax - offset
endif
if ay > by then
set maxY = ay + offset
set minY = by - offset
else
set maxY = by + offset
set minY = ay - offset
endif
call SetRect(RECT, minX, minY, maxX, maxY)
call GroupEnumUnitsInRect(GROUP, RECT, null)
call SetUnitX(units[4], maxX)
call SetUnitY(units[4], maxY)
call SetUnitX(units[5], maxX)
call SetUnitY(units[5], minY)
call SetUnitX(units[6], minX)
call SetUnitY(units[6], maxY)
call SetUnitX(units[7], minX)
call SetUnitY(units[7], minY)
call ClearTextMessages()
call BJDebugMsg("angle: " + R2S(angle*bj_RADTODEG))
call BJDebugMsg("theta: " + R2S(theta*bj_RADTODEG))
set angle = angle - theta
set angle = angle*-1
set thetaSin = Sin(-theta)
set thetaCos = Cos(-theta)
call BJDebugMsg("angle fixed: " + R2S(angle*bj_RADTODEG))
set x_new = (ax-bx)*thetaCos - (ay-by)*thetaSin + bx
set y_new = (ax-bx)*thetaSin + (ay-by)*thetaCos + by
set x1 = x_new + offset*Cos(angle - bj_PI*0.5)
set y1 = y_new + offset*Sin(angle - bj_PI*0.5)
set x2 = x_new + offset*Cos(angle + bj_PI*0.5)
set y2 = y_new + offset*Sin(angle + bj_PI*0.5)
set x3 = bx + offset*Cos(angle - bj_PI*0.5)
set y3 = by + offset*Sin(angle - bj_PI*0.5)
set x4 = bx + offset*Cos(angle + bj_PI*0.5)
set y4 = by + offset*Sin(angle + bj_PI*0.5)
if x1 > x2 then
set maxX = RMaxBJ(x1, x3)
set minX = RMinBJ(x2, x4)
else
set maxX = RMaxBJ(x2, x4)
set minX = RMinBJ(x1, x3)
endif
if y1 > y2 then
set maxY = RMaxBJ(y1, y3)
set minY = RMinBJ(y2, y4)
else
set maxY = RMaxBJ(y2, y4)
set minY = RMinBJ(y1, y3)
endif
call SetUnitX(units[0], x1)
call SetUnitY(units[0], y1)
call SetUnitX(units[1], x2)
call SetUnitY(units[1], y2)
call SetUnitX(units[2], x3)
call SetUnitY(units[2], y3)
call SetUnitX(units[3], x4)
call SetUnitY(units[3], y4)
// ================== ===
call GroupClear(whichgroup)
loop
set u = FirstOfGroup(GROUP)
exitwhen u == null
if GetOwningPlayer(u) != GetLocalPlayer() then
set x = GetUnitX(u)
set y = GetUnitY(u)
set x_new = (x-bx)*thetaCos - (y-by)*thetaSin + bx
set y_new = (x-bx)*thetaSin + (y-by)*thetaCos + by
if x_new >= minX and x_new <= maxX and y_new >= minY and y_new <= maxY then
call GroupAddUnit(whichgroup, u)
endif
endif
call GroupRemoveUnit(GROUP, u)
endloop
endfunction
function Trig_LSE_Run_Units_Actions takes nothing returns nothing
call EnumUnitsInLineSegment(udg_LSE_Group, GetLocationX(udg_LSE_Loc_1), GetLocationY(udg_LSE_Loc_1), GetLocationX(udg_LSE_Loc_2), GetLocationY(udg_LSE_Loc_2), udg_LSE_Offset)
endfunction
//===========================================================================
function InitTrig_LSE_backup takes nothing returns nothing
set gg_trg_LSE_backup = CreateTrigger( )
set units[0] = CreateUnit(GetLocalPlayer(), 'hfoo', 0, 0, 0)
set units[1] = CreateUnit(GetLocalPlayer(), 'hfoo', 0, 0, 0)
set units[2] = CreateUnit(GetLocalPlayer(), 'hfoo', 0, 0, 0)
set units[3] = CreateUnit(GetLocalPlayer(), 'hfoo', 0, 0, 0)
set units[4] = CreateUnit(GetLocalPlayer(), 'hpea', 0, 0, 0)
set units[5] = CreateUnit(GetLocalPlayer(), 'hpea', 0, 0, 0)
set units[6] = CreateUnit(GetLocalPlayer(), 'hpea', 0, 0, 0)
set units[7] = CreateUnit(GetLocalPlayer(), 'hpea', 0, 0, 0)
call UnitAddAbility(units[0], 'Aeth')
call UnitAddAbility(units[1], 'Aeth')
call UnitAddAbility(units[2], 'Aeth')
call UnitAddAbility(units[3], 'Aeth')
call UnitAddAbility(units[4], 'Aeth')
call UnitAddAbility(units[5], 'Aeth')
call UnitAddAbility(units[6], 'Aeth')
call UnitAddAbility(units[7], 'Aeth')
call TriggerAddAction( gg_trg_LSE_backup, function Trig_LSE_Run_Units_Actions )
endfunction
endlibrary
//TESH.scrollpos=5
//TESH.alwaysfold=0
library LineSegmentEnumerationGUI uses LineSegmentEnumeration /* v2.0
*/
private struct LineSegmentGUI extends array
private static method GetUnits takes nothing returns nothing
call LineSegment.EnumUnits(udg_LSE_Group, GetLocationX(udg_LSE_Loc_1), GetLocationY(udg_LSE_Loc_1), GetLocationX(udg_LSE_Loc_2), GetLocationY(udg_LSE_Loc_2), udg_LSE_Offset)
endmethod
private static method GetDestructables takes nothing returns nothing
call LineSegment.EnumDestructables(GetLocationX(udg_LSE_Loc_1), GetLocationY(udg_LSE_Loc_1), GetLocationX(udg_LSE_Loc_2), GetLocationY(udg_LSE_Loc_2), udg_LSE_Offset)
set udg_LSE_DestructableCounter = -1
loop
exitwhen LineSegment.DestructableCounter < 0
set udg_LSE_DestructableCounter = udg_LSE_DestructableCounter + 1
set udg_LSE_Destructable[udg_LSE_DestructableCounter] = LineSegment.Destructable[LineSegment.DestructableCounter]
set LineSegment.DestructableCounter = LineSegment.DestructableCounter - 1
endloop
endmethod
private static method GetItems takes nothing returns nothing
call LineSegment.EnumItems(GetLocationX(udg_LSE_Loc_1), GetLocationY(udg_LSE_Loc_1), GetLocationX(udg_LSE_Loc_2), GetLocationY(udg_LSE_Loc_2), udg_LSE_Offset)
set udg_LSE_ItemCounter = -1
loop
exitwhen LineSegment.ItemCounter < 0
set udg_LSE_ItemCounter = udg_LSE_ItemCounter + 1
set udg_LSE_Item[udg_LSE_ItemCounter] = LineSegment.Item[LineSegment.ItemCounter]
set LineSegment.ItemCounter = LineSegment.ItemCounter - 1
endloop
endmethod
private static method onInit takes nothing returns nothing
set udg_LSE_GetUnits = CreateTrigger()
set udg_LSE_GetDestructables = CreateTrigger()
set udg_LSE_GetItems = CreateTrigger()
call TriggerAddAction(udg_LSE_GetUnits, function thistype.GetUnits)
call TriggerAddAction(udg_LSE_GetDestructables, function thistype.GetDestructables)
call TriggerAddAction(udg_LSE_GetItems, function thistype.GetItems)
endmethod
endstruct
endlibrary